201 lines
6.8 KiB
C#
201 lines
6.8 KiB
C#
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/// Credit Febo Zodiaco
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/// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/349/magnticinfinitescroll
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///
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/UI Magnetic Infinite Scroll")]
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[RequireComponent(typeof(ScrollRect))]
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public class UI_MagneticInfiniteScroll : UI_InfiniteScroll, IDragHandler, IEndDragHandler, IScrollHandler
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{
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public event Action<GameObject> OnNewSelect;
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[Tooltip("The pointer to the pivot, the visual element for centering objects.")]
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[SerializeField]
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private RectTransform pivot = null;
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[Tooltip("The maximum speed that allows you to activate the magnet to center on the pivot")]
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[SerializeField]
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private float maxSpeedForMagnetic = 10f;
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[SerializeField]
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[Tooltip("The index of the object which must be initially centered")]
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private int indexStart = 0;
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[SerializeField]
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[Tooltip("The time to decelerate and aim to the pivot")]
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private float timeForDeceleration = 0.05f;
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private float _pastPositionMouseSpeed;
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private float _initMovementDirection = 0;
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private float _pastPosition = 0;
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private float _currentSpeed = 0.0f;
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private float _stopValue = 0.0f;
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private readonly float _waitForContentSet = 0.1f;
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private float _currentTime = 0;
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private int _nearestIndex = 0;
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private bool _useMagnetic = true;
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private bool _isStopping = false;
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private bool _isMovement = false;
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public List<RectTransform> Items { get; }
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protected override void Awake()
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{
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base.Awake();
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StartCoroutine(SetInitContent());
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}
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private void Update()
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{
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if (_scrollRect == null || !_scrollRect.content || !pivot || !_useMagnetic || !_isMovement || items == null)
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{
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return;
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}
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float currentPosition = GetRightAxis(_scrollRect.content.anchoredPosition);
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_currentSpeed = Mathf.Abs(currentPosition - _pastPosition);
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_pastPosition = currentPosition;
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if (Mathf.Abs(_currentSpeed) > maxSpeedForMagnetic)
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{
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return;
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}
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if (_isStopping)
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{
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Vector2 anchoredPosition = _scrollRect.content.anchoredPosition;
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_currentTime += Time.deltaTime;
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float valueLerp = _currentTime / timeForDeceleration;
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float newPosition = Mathf.Lerp(GetRightAxis(anchoredPosition), _stopValue, valueLerp);
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_scrollRect.content.anchoredPosition = _isVertical ? new Vector2(anchoredPosition.x, newPosition) :
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new Vector2(newPosition, anchoredPosition.y);
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if (newPosition == GetRightAxis(anchoredPosition) && _nearestIndex > 0 && _nearestIndex < items.Count)
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{
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_isStopping = false;
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_isMovement = false;
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var item = items[_nearestIndex];
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if (item != null && OnNewSelect != null)
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{
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OnNewSelect.Invoke(item.gameObject);
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}
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}
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}
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else
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{
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float distance = Mathf.Infinity * (-_initMovementDirection);
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for (int i = 0; i < items.Count; i++)
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{
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var item = items[i];
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if (item == null)
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{
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continue;
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}
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var aux = GetRightAxis(item.position) - GetRightAxis(pivot.position);
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if ((_initMovementDirection <= 0 && aux < distance && aux > 0) ||
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(_initMovementDirection > 0 && aux > distance && aux < 0))
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{
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distance = aux;
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_nearestIndex = i;
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}
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}
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_isStopping = true;
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_stopValue = GetAnchoredPositionForPivot(_nearestIndex);
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_scrollRect.StopMovement();
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}
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}
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public override void SetNewItems(ref List<Transform> newItems)
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{
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foreach (var element in newItems)
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{
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RectTransform rectTransform = element.GetComponent<RectTransform>();
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if (rectTransform && pivot)
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{
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rectTransform.sizeDelta = pivot.sizeDelta;
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}
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}
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base.SetNewItems(ref newItems);
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}
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public void SetContentInPivot(int index)
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{
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float newPos = GetAnchoredPositionForPivot(index);
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Vector2 anchoredPosition = _scrollRect.content.anchoredPosition;
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if (_scrollRect.content)
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{
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_scrollRect.content.anchoredPosition = _isVertical ? new Vector2(anchoredPosition.x, newPos) :
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new Vector2(newPos, anchoredPosition.y);
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_pastPosition = GetRightAxis(_scrollRect.content.anchoredPosition);
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}
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}
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private IEnumerator SetInitContent()
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{
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yield return new WaitForSeconds(_waitForContentSet);
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SetContentInPivot(indexStart);
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}
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private float GetAnchoredPositionForPivot(int index)
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{
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if (!pivot || items == null || items.Count < 0)
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{
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return 0f;
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}
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index = Mathf.Clamp(index, 0, items.Count - 1);
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float posItem = GetRightAxis(items[index].anchoredPosition);
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float posPivot = GetRightAxis(pivot.anchoredPosition);
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return posPivot - posItem;
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}
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private void FinishPrepareMovement()
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{
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_isMovement = true;
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_useMagnetic = true;
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_isStopping = false;
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_currentTime = 0;
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}
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private float GetRightAxis(Vector2 vector)
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{
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return _isVertical ? vector.y : vector.x;
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}
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public void OnDrag(PointerEventData eventData)
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{
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float currentPosition = GetRightAxis(UIExtensionsInputManager.MousePosition);
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_initMovementDirection = Mathf.Sign(currentPosition - _pastPositionMouseSpeed);
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_pastPositionMouseSpeed = currentPosition;
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_useMagnetic = false;
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_isStopping = false;
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}
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public void OnEndDrag(PointerEventData eventData)
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{
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FinishPrepareMovement();
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}
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public void OnScroll(PointerEventData eventData)
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{
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_initMovementDirection = -UIExtensionsInputManager.MouseScrollDelta.y;
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FinishPrepareMovement();
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}
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}
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}
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